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December 14, 2018, 01:28:48 PM
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Author Topic: Classless Character Mod  (Read 13576 times)

Offline Phanjam

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Re: "Skills Masteries" Classless Concept
« Reply #90 on: September 16, 2018, 02:39:42 PM »
Oh yes i saw this first in your discord post. Thanks again @Sch123 !



Offline Sch123

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Re: "Skills Masteries" Classless Concept
« Reply #91 on: September 25, 2018, 05:52:46 PM »
Is it possible, for Classless Mods to be made so that when using Polearm weapons can hold it like Syl and walk / run?

I tried the Fighter Hack, Slash skill, & Rip seems like the animation doesn't look right when we use weapons like Claw, Pistol.


Offline Phanjam

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Re: "Skills Masteries" Classless Concept
« Reply #92 on: September 26, 2018, 01:01:41 AM »
Hi Sch. Yes its possible to alter the animations, but i do alterations just to make sure that skills work properly. I dont alter the non-skill animations so that i can save my time ;)

Thanks for the feedback on the Fighter skills! I'll get to that this weekend :)



Offline steffire3

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Re: "Skills Masteries" Classless Concept
« Reply #93 on: September 26, 2018, 09:58:04 PM »
@Phanjam I'm sorry to ask since I want you to stay on your project however I have to ask:

Are the Aura Skills in this Berserker Edit mod working as intended? I don't want to add it into Skills Expansion if it's buggy.
https://steamcommunity.com/sharedfiles/filedetails/?id=180919336&searchtext=berserker

Thanks for your consideration! :D
At this point after playing Torchlight 2 for 4 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Offline Phanjam

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Re: "Skills Masteries" Classless Concept
« Reply #94 on: September 26, 2018, 11:32:00 PM »
Hi @steffire3 its ok, if u are ok with waiting a little ;)

I'll get into it this weekend.



Offline Phanjam

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Classless Character Mod
« Reply #95 on: December 01, 2018, 02:24:29 PM »
I keep saying i will update this thread, so here's a new one :D It's about

The Skill Unlocking Mechanism In The Classless Mod

I'll put the pics first and then talk about what's in them...

Skilltree UI Editing


Okay let's take the first Active Skill of the Fighter discipline.  The "Plus" button to add a skill point to it is encircled "A" in the pic.  It's also a "node" named "Plus Fighter Active 1" in the ui elements tree in the lefthand panel ("B").  These are just my names, it could be anything really.

This node is affected by another node named "Fighter Active 1 Req" labelled "C" lower down in the tree panel. That is a "Stat Evaluator" node and if you select it and look over in the right hand panel you can see what its settings or properties are.  So we see it's set to evaluate the Stat "FIGHTERTRAINLEVEL" and check whether the value of that Stat at the time of evaluation is "GREATER THAN OR EQUAL TO" the value "2". 

The FIGHTERTRAINLEVEL stat is a dyamic (non vanilla) stat which increments by "1" at every level of the "Basic Fighter Training" skill using a SET STAT effect.  So this is all a way of evaluating "are you at level 2 or higher in Basic Fighter Training?"

How does this affect the "Plus Fighter Active 1" skill investment button?  If the evaluation is FALSE (your FIGHTERTRAINLEVEL is < 2), the investment button is hidden.  If the evaluation is TRUE (your FIGHTERTRAINLEVEL is = or > 2), the investment button is shown.  So effectively you cannot invest in Fighter Active 1 skill until you're at least level 2 in Basic Fighter Training (neat huh?)

How does the hide / show stuff work?  That's set via a UI logic tree which is another node built into this UI.  It's labelled "G" in the lefthand panel down at the bottom of the pic.  When you select that Logic node the toolbar at the very top of the lefthand panel shows a button that looks like a toolbox.  Clicking that tool button brings up the logic tree's own panel which is the next pic...

UI Logic Editing


So there's the Stat Evaluator "Fighter Ative 1 Req" ("A" in the pic) and it's got the 2 outputs "Evaluated True" and "Evaluated False".

There's also the "Plus Fighter Active 1" target node ("B" in the pic. The name is truncated only when the item isn't selected).  It in turn has 2 inputs "Show" and "Hide".  All you do is drag a line between outputs and inputs.  In this case, Output "True" links to Input "Show", and Output "False" links to input "Hide".

Ta da!
« Last Edit: December 02, 2018, 01:28:05 PM by Phanjam »



Offline DeeZire

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Re: Classless Character Mod
« Reply #96 on: December 01, 2018, 06:12:46 PM »
Thanks for sharing that Phanjam, it's given me a new direction to try with something I've been wanting to do for a while :)

Offline lolesch

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Re: Classless Character Mod
« Reply #97 on: December 01, 2018, 09:49:07 PM »
Hey Pham, thatís a nice little tutorial-like UI description! I wished I had those back in the days :)
Glad to see the basic idea is still alive. I switched the platform from the TL2 editor to Unity and learned some c# coding.
Still working on some zodiac based projects :)
Cheers
And heads up
some projects in progress

Offline Phanjam

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Re: Classless Character Mod
« Reply #98 on: December 02, 2018, 01:53:21 PM »
Hey @DeeZire if i was able to help at all then im real happy!

Hey @lolesch Unity huh? Sounds exciting and serious  :D i hope u can share some of that with us one of these days!



 

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